Im doing a mechanical mesh that has a lot of overlapping uv islands that mirror or copy. When I 'select overlapping UVs' in max 2012 UV tools it does not work correctly.. it doesn't select all my overlapping faces so I can rearrange and offset and work on them.
Is there any tool or script that does this correctly?
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Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which allows you to sort the shells in front or behind the others, determining which renders last. This way all of the shells stay in the same spot in UV space and you don't have to do the goofy offset them one tile to the right/left/top or bottom to keep them from messing up the render. You just push all but one of the shells, behind.
What you do is...
1) Select all of the overlapping shells and using the "W:" type in box (the lower right corner) set W (depth) to 0.
2) Deselect one shell from each group.
3) Use the W type-in again and set the remaining shells to .01, .5 or 1. Just something higher than 0.
This pushes the selected shells behind the unselected, meaning they will render underneath the shells at 0.
If you want to see the depth, change the UV editor to UW (upper right corner).
EDIT: select overlapped faces still isn't working... ive reset Xforms. It just selects random polys..I cant reset xforms before unwrapping cause its already unwrapped. Selecting inverted faces actually works pretty well.. close to perfect I think I can work with it.
Renderhjs Textools has the function (found it via google), but i don't see where it stands in the UI or am i really tired ?!
Here it is anyway. Assign an unwrap and execute